Holden served as a marine in the navy of On'hino. His job was to scout for the main forces, report enemy massings, and kill enemy scouts and targets of opportunity. What none expected was his excellence in his tasks. Throughout the war, he was considered a certainty to victory for whichever army he had scouted the battlefield for. It was even reported that after being spotted by lookouts from the rebel armies, they had retreated from a vital control point. However, it could be a myth.
Holden's capabilities of blending in were remarkable. After slipping into the chain of command of the rebel armies, he had not only intercepted vital information, but killed off multiple officials without detection. The result left him with the monicker "Ghost of the Sea". Though his stealth was noteworthy, he did not come up short in the field of combat. Having spent the majority of his time on the field, various battles and skirmishes left him to favor a longsword of unknown descent -- Yusil.
The only thing to outdo his swordsmanship is his marksmanship. A popular story among soldiers of the Royal Army: "When given the task to eliminate the commander of a rebel battalion in a fortified position, he snatched a longbow from an archer's hands. Before he returned, white flags were being raised from the rebels, who explained that 'the gods had struck down their commander with a single arrow to the throat.'"
The Betrayal
After being recognized for his bravery, dedication and effectiveness on the battlefield, Holden was recalled home, to the capital city of On'hino, Okeluiso. He became a war hero. One night, he was called into the king's castle for a celebration over their nation's clear victory over the rebels residing in their northern coast. However, the events that had taken place in the castle are not known, aside from two things: The murder of the king's son, and the exiling of Holden.
When asked, the king could not say whether or not the death of the only heir to the throne was at the hands of Holden, nor would he explain why he banished the war hero. The anarchy that swept the land was over the questionable innocence of Holden. Had he killed the prince? If that is the case, then why did the king let him leave alive? Such questions baffled either side, until a coup arranged by On'hino's generals overthrew the king, and left him to rot in a prison.
The men to replace the king promised an end to the controversy by summoning Holden to trial in On'hino. But, a large problem came to a head then. If exiled from the lands, then where would Holden go? With his vast array of skills, combined with the possibility of him being anywhere in Erelith, the war hero and possible killer could not be called upon so easily.
Having not the manpower to waste over this controversy, the men in charge came up with another solution. If Holden is to come home, his innocence would be redeemed, and he would be exempt of murder charges. However, until Holden comes home, the lump sum of coin on his head stands more than enough for one to build their own nation.
After a year of being hunted, Holden has yet to return to On'hino. However, in his wake over the world is a trail of bodies belonging to those searching for their claim to fame and fortune. One would barely be able to recognize him from his years in service, however his tale is not one to mistake for another's -- nor is his ability.
Age: 32. Place of birth: On'hino. Occupation: Scout, Ranger, Freelance. Physique- Hair: Chestnut brown, ungroomed, full beard. Eyes: Stone grey. Fitness: Strong and lean, resilient. Morals: "The taking of a life is not a simple task, but one I will not hesitate to complete should I feel mine threatened."
Halfling king of the Benaduza duumvirate, master of seas, lord of all halflings, gnomes, and any combination therein. Lawkeeper and blade of The Short One.
As a halfling, Gennio's full name in Gnomish is longer than all human names, serving as a history of his life, it repeats five times, signifying the number of past lives he is believed to have had as Halfling King, being considered a reincarnation of his father, grandfather, and the kings before them.
Gennio is a stern king, as his title "Lawkeeper" shows, despite sharing the task of policy-making with his human counterpart, most of the land's laws were drafted by Gennio's hand. His personality mirrors his ruling style, stern and a bit of a bully. Due to the gnome's tradition of giving nicknames to their rulers for each action they do, Gennio is also known as "Ironwit", "Delayer", "The Yelling king", and "Shipslayer", all of which tell volumes about his character.
Gennio's exceptional skill at naval tactics is only tempered by his impatience and sharp wit, he is known to have quite a stinging tongue and a lack of skill in diplomatic environments due to these facts, and the fact that his fleet usually heralded a long blockade and siege rather than a diplomatic mission.
Beloved by his people, Gennio has his detractors, as his style of leadership has left Benaduza in a constant state of war, despite the attempts of the human nobles to curb his expansion. The conquest of the Ascencion archipelago was his doing. After long being a vassal state of the Benaduza kingdom, the Ascencionites refused to pay the Shipslayer's hiked taxes, and as a result were incorporated violently, an action that gave Gennio the name "The Betrayer" amongst his detractors and "The Taciturn" amongst his supporters as a result of his not attempting to re-establish diplomatic relations. Gennio's legendarily brutal conquests, refusal to negotiate, and lack of restraint, are all seen to be a symptom of his impatience, but they also show that he cares about establishing a greater Benaduza Empire.
Ability
A skilled axeling and godspeaker, Gennio goes into battle wielding a scroll with both his laws and those of the gods upon it. He is able to utilize divine blessings simply by reading this scroll. He is hard to kill, and his very presence is enough to bolster the courage of his men.
Gennio's greatest strength, however, is his abilities as a naval tactician, considered the best in Benaduza. Even prior to his ascension to kingship his skill was renowned. His favored tactics include a massive barrage of flame arrows to burn an enemy fleet into nothing, and a charge to the enemy flagship, which he would ram into splinters. His boarding parties are weak, as halflings are poor melee combatants, but Gennio can easily carry a boarding action by himself through good command and the favor of the gods.
Information:
Place of Birth: Dux, Benaduza Hair: Black as coal, well kept. Fitness: Built like a barrel, slow but hardy. Morals: "I will do all for Benaduza, thus sayth the king."
"My superior told me, 'Swift Colossus! That's your warrior title,' but I told him I was upset that they didn't named me 'Carver the Carver.' Carver, as in carving through enemies. He laughed at me, and I did 200 pushups. It was worth it." -Age: 42 -Height: 6' 3" -Weight: 220 lbs
Clothing
"These looks nice, don't they? Too bad that's all they're good for." Normal See image. The armor he wears is light and is mostly for show, and would not hold up in combat much better than studded leather armor. "Ah how I miss the glory days. My back, however, does not feel the same sentiment." Battle Gear Carver rarely adorns any battle gear anymore, as he did his duty as a soldier and no longer fights in wars. However, this does not stop Carver from pushing himself and practicing his skills with the royal guard. His weapon of choice is a broadsword, to which he used to be able to move with much agility when he was in his prime. However, as he is older and out of actual practice, he is somewhat clunky with it, and has moved on to try and master the long sword. He wears plate mail when he has to fight.
Biography:
"Ah, youth. How I long to go back to it." Carver was son of a Dec and lived a fantastic life as a young child. He received excellent schooling and top notch combat training. He excelled in both fields and this trend continued onto his military career, where he joined the army at the age of 14. He wasn't deployed onto the border against the north until 18, and that is where he made a name for himself. "The border was so boring. I spent most of my days counting grains of sand in the desert. Which I counted all of. Twice." Carver's first two years on the border was nothing eventful. It was mostly keeping bandits and thieves out of Praelium. But one night when Carver was watching post at the end of his 2nd year on patrol, he noticed an usual light in the distance. He pulled out his spyglass and saw in distance something the size of a large battalion, headed straight towards them. He immediately sounded an alarm and readied his weaponry for battle. However, the people on station were outnumber 3 to 1, and Carver could only hope to hold off the oncoming attackers. Carver did not fear them, and rallied the men that he had and began their defense. With Carver's leadership and battle prowess, he held of the attackers, who wore flags from a single northern country. He reported this information to the House of Decus, and thus began the War for Praelium. "Their biggest mistake was first attack the post that I was on watch for." The northern country that had attacked was leaving their homeland due to the poor desert conditions and rise of an imminent attack from other countries onto them. Hopelessly outnumbered by the much larger country, they decided their best option was to launch their own campaign on Praelium and take over the much nicer land there. Praelium, however, did not bend over very easily, or at all for them. With reports of Carver's great leadership skills and proficiency on the battlefield reaching the House of Decus, Carver was immediately promoted and given his own battalion of soldiers. The war lasted for fifteen years, as the fighting was relentless from the northern country. The war only ended when the last of the northern country's people had either surrendered or perished. Carver's incredible defensive tactics and actual presence on the battlefield played a great role in the seemingly impossible victory for Praelium, so when the old Tyrannus passed away it was no contest for Carver when the election was held. "My rule as Tyrannus as been the 2nd best experience of my life. Nothing quite beats the thrill of good guy versus bad guy in war, though." As Tyrannus, most everyone in Praelium agrees that Carver has done an excellent job. As his country is recovering from the war, he has focused on reconstruction of damaged buildings and a bigger defense against another possible northern attack. He is a big proponent an alliance against the warring country to the north of him, as his country is the closest thing one to the warring battlefield of the northern desert.
Personality
"Describe myself..? I think Tyrannus is a good enough descriptor." Although Carver can be disciplined when need be, he prefers to take things light when possible. He tends to avoid conflict and likes to compromise when possible. However, when his back is against the wall Carver can be aggressive, ruthless, and passionate, especially when it comes to his duty as Tyrannus of Praelium. During his youth Carver was quite cocky, but since then he has toned down, although his bravado still bleeds through sometimes.
Likes and Dislikes:
"Give me a chuckle and an uppercut and we'll get along just fine..." Likes A good sense of humor, Sparring, Mock Wars, Honor "... However, if that punch was underhanded and to the jugular, you're a dead man." Dislikes Unnecessary Death, A lack of mercy, Disrespecting his country, Deceit
Praelium
Political System
Stratocracy (Military based). Praelium is ran by the House of Decus, the House of Dominus, and ruled by the Tyrannus.
Tyrannus
The Tyrannus is essentially the king of Praelium and can steer the country to however they wish, as long as they act within the bounds of the law. The Tyrannus, in addition to leading a the country, also controls the military and can declare war whenever they so please. They are expected to attend to international affairs and represent the nation as a whole. When it comes to the House of Decus, they run the meetings and can also act as an individual Dec within the House. To become a Tyrannus, a soldier must rise through the ranks of the military and be honorably discharged. If the Tyrannus dies, all soldiers eligible and willing to be a Tyrannus is selected as a potential candidate for Tyrannus. An election is held between all members of the military, and the Tyrannus serves until their death or they are deemed no longer fit for the position.
House of Decus
Essentially the equivalent to the United States senate, but holds a bit less power as the Tyrannus holds most of it. Members of the house are referred to as "Dec"s, and create laws. To become a Dec, one must rise through the ranks as a soldier to a certain rank (obviously not as high of a requirement as a Tyrannus) and if they are willing, are granted to be a Dec.
House of Dominus
Only few citizens of Praelium remember the origins of the mysterious Dominus, but they hold power that is much greater than the Tyrannus. A majority of the people consider the House of Dominus not a part of Praelium, but instead a mysterious cult that was there long before Praelium was established as a nation. While it is clear they look out for the best of Praelium, no one knows their protocol or reasoning. But next to that, most people only have rumors to what goes on with the House of Dominus. All the people know is that all the known Praelium mages are taken there. When a child is born, a member from the House of Dominus is always at the birth and takes the child before the mother even gets to hold her child. From there, a ritual is performed to detect whether or not the child has magical potential. If it does not, the child is simply returned to the family. If it doesn, the child is taken away and the family is notified by the doctor instead of the Dominus. It is said that members of the House go through rigorous study and come out infinitely wiser than most people. The House will insert themselves in situations where they deem necessary, such as a Tyrannus acting out of line or if there is corruption in the House of Decus, which they always somehow find out about. If the population of Praelium ever feel threatened by the government, the House of Dominus is where they go to seek help. The House has overthrown Tyrannuses and the House of Decus before, and the powers they wield strike fear and awe into the people of Praelium. Although their help in the military has been asked by the Tyrannus before, they always refuse, never clearly stating their reasons why.
Territory Description
Praelium is a land of extremes, with either having great mountains as of the Mountain of Imperium or stretches of flat lands such as the Great Plains of Vaux. The diverse terrain provides good farming land and defensive military points.
A- Gloria. Most battles against the "savage" northern desert tribes take place here. B- Congus. Located in the Congus jungle, troops generally prepare here for fighting in over seas campaigns where jungles are common. C- Inclina majora. A mountain side fort filled with archers. The archer to swordsman ratio is about 3:1. D- Viridi, located in the plains. Consists of almost only new soldiers. Used mainly for a boot camp. E- Artis Port- Trade with the penisula to the right usually occur here. F- Paline- Home to Praelium's navy. It is as busy as Fort Gloria to the North due to the ticking time bomb below them, Benaduza. Efforts are trying to be made to create a vast and possibly more technologically advanced navy to try and counter Benaduza's king's impressive naval skills. G- Pacala- A strange mix of a port and fort. Trade done with Benaduza is done here, but regulations are strict. Guards are always on the watch for potential spies or enemies that come from Benaduza. H- Crementum Port- Trade with any nation to the left of Praelium is done here. I-Inclina minora- The sister to Inclina majora. Newly established, this fort is small and consists of as many soldiers as construction workers. J- Tandem, near the capital. Is a last line of defense if the northern desert ever breaches Gloria. A mix of veterans and new recruits make up the population. K- Great Praelium- The capital of the continent. The capital holds plenty of leisurely activites for the people of Praelium as well as all of its government policies. No one besides Praellium citizen's are allow here.
Culture Description
Praelium holds great value in the honor of battle. They do not view it as a savage act, but instead view it as an ultimate test of mind and body. Everyone must have joined the military at one point and gone through training as per the law of the land. Those who do not show great promise in battle are often given peasant lives of farming or running a stand in a market. While not unappreciated, peasants are viewed as lesser citizens by military ones, but do not suffer from any harsh laws that forbid them from anything, except holding a position in government. Praelium's people is xenophobic, as they are constantly surrounded by threats of other nations. This xenophobia is further supported by the people's intense sense of nationalism. Most people cannot imagine their life outside of Praelium and very few ever move from their home country. Almost all previous Tryannuses have promoted this xenophobic thinking, but Carver is desperately trying to change that and hope for a more friendly relations with other countries. The country's main enemy is the warring tribes north to Praelium, and their feelings towards the north are generally nothing short of pure hate. Were it up to the average Praelium citizen, they would happily launch a military campaign of attack to the north and slaughter every last one of the tribesman. As for other nations, the people take an out of sight, out of mind policy. They care little of the Jagged Mercantile Consortium or On'hino. However, they do watch out for the possible fate of Benaduza. With the direction the nation is going, they fear it will end up like the desert tribes of the north, a constant warring state that will eventually try and attack Praelium. Benaduzians are usually met with caution and avoidance, as they associate the countries unrest with their citizens as well. The population consists of a human majority, with the human to non human ratio being 5:1. However, as long as one is a Praelium citizen, a human would show no more disgust towards and elf than another human. This tends to come from the bond made during military training and battle. When it comes to magic, Praelium people are either mystified or terrified of it. The only contact Praelium people come with magic is the ever mysterious House of Dominus. Praelium's religious culture is quite the opposite of how they view everything else. Religion is generally decided by a single person, and whether they believe a pre-existing one, one of their own, or nothing at all is generally up to the individual. However, borrowing power of favor from Gods is looked down on. Praelium's people believe that the power of Gods should be used strictly by the Gods, and to use it themselves would be disrespectful to any creature of higher power.
The General-Kings are a ruthless trio of men who usurped power in times of political turmoil. Where a thousand words could not pass, the stroke of a blade carved through. When a Major Holden d’Alnharte was accused with the murder of Prince Hraesyl d’Nale, he was brought before His Majesty King Torin for trial. The king spared Holden’s life, and sentenced him to Exile instead of execution.
What some saw as a display of restraint, others saw of a sign of weakness. With popular support among the upper echelons of society – as well as full control over the Royal Army, the Royal Navy and the Aegis’ Battalion – the General-Kings were able to relieve King Torin “to provide On’hino with the leadership she needs to survive.” King Torin was never heard from again.
The first General King – formally known as Minister of Foreign Campaigns – is Thibault d’Faelyrn. While his days of action are long since forgotten, he is a brilliant tactician. During his time as Minister, his judgement left countless men in his command alive, while decimating the opposition. Wars, rebellions, insurgencies; nothing stopped him in his career. Even in his newfound seat of power, he still leads the armies, but with nothing holding him back. Battles turned to massacres. Peacekeeping turned into butchering. Invasions became subjugations. While his sword arm is weak, hold little doubt that his mind is sharp as ever.
Traits: Wrathful, intelligent, greedy.
Age: 74 “Surrender now, and half of you will live to warn the rest of your kin.” Likes: Victory, domination, intimidation.
“Press into battle, and we’ll let them scrape what’s left of you from the soiled grounds.” Dislikes: Being contested, emasculated, or disobeyed.
The Minister of Naval Operations – Galedrith d’Renot – commands not only the Royal Navy, but organizes the battles within an enemy’s borders. Assassinations, sabotage, espionage; subterfuge by any other name. While Thibault’s career is lined with the victories of important battles, Galedrith is always noted for his work in winning wars. If he wants someone dead, they die. If he wants something to crumble, it is demolished. He is the true mind behind many of the decisions made between the trio, and is rarely proven wrong. He is a master of manipulation, and would have made for an extraordinary politician if his hands were not drenched in blood.
Traits: Untrustworthy, confident, antisocial.
Age: 62 “If I wanted you dead, you would be food for the crows by now.” Likes: Causing tragedies, pulling strings from the shadows, dismantling nations.
“Though, you should ask if your usefulness outweighs my intolerance.” Dislikes: Being deceived, failure, being forced to do the ‘dirty work.’
The third of the General-Kings – Val d’Unur – was the Minister of Domestic affairs. With nothing to check his powers, he can bend the law to his will. If he says someone is innocent, they are innocent. If he says they are guilty, they hang from the gallows. While his counterparts handle foreign matters, he rules the nation itself with an iron fist. Rebels rot from the gallows. Criminals are picked apart by crows. Political opposition rots in a ditch. He cowers to none, even in the face of death.
Traits: Bold, merciless, paranoid.
Age: 53 “The law will protect you.” Likes: Order, peace, public approval.
“But, she’ll eventually damn you.” Dislikes: Lawbreaking, opposition, public animosity.
These three men intend to keep On’hino’s war machine well-oiled for aeons to come. Fathers will pass their blades and armor down to their sons. Those who will not bend their knee to the new-born empire will open their throats instead.
"Do not approach me, unless you wish to risk my wrath."
Darlien Garandinar (MAIN)
Sir Garandinar, Mage of Neniza.
A mage, and a skilled one, Darlien is a born Praelian, having resided in Oranth and Neniza post fleeing his home.
Born to a Dec, Darlien's father hid his son's existence and his own latent magical ability from the Dominus unsuccessfully, though Darlien was thirteen when he was detected. During an attempt to flee, Darlien's father was slain buying time for his son and wife to escape, slaying two Dominus before being beheaded by a third.
Ending up in Benaduza, where they were detained for having weapons on board, Darlien and his mother were tossed into a dungeon and left for dead. Darlien was freed in a prison riot, though his mother was wounded. It was around this time when Darlien's magic began awakening, accidentally causing a forest fire due to a sudden blast of flame. Darlien proved to have exceptionally powerful but hard to control magic.
By the time they reached Neniza his mother had passed due to her infected wound. As the Nenizans were mostly exiles and outlaws, there were a number of magically talented men amongst them, fleeing persecution and the Artifice, and Darlien was tutored for the rest of his adolescence by some of these men, allowing him much greater control of his abilities.
As an adult, he is set to become one of the most powerful mages in the world, though mage-hunters are always a threat once you leave the forests of Neniza. His first action upon leaving was to take a boat to Praelium and setting a small village to the torch, killing all who lived within it, before sailing to On'hino and beginning to spread tales of the Praelian weakness to the warlike On'hinians, attempting to develop a following to lead an assault on the Praelians.
Appearance
Darlien's overuse of magic has had an effect on his appearance, costing him his left ring finger and causing his hands to look horrifically burned, and it's only getting worse, with his face becoming a horrifically pale white.
He is lithe and muscular, with light brown hair that has began to bleach as a result of his magic use.
Character
Quick-witted and hot-headed, Darlien is adventurous and youthful. Tutored in blade and magic, he's also quite arrogant, his skill is downplayed due to his "Attack, attack, attack" mentality, but he's far more intelligent than he looks, able to speak Gnomish as well as if he were born a halfling. Darlien is also learned in world history and philosophy, and can identify landmarks he'd only seen once as if he'd seen them every day of his life.
Darlien's luck and lack of need for anything else has lead to him becoming complacent, and he often fights lazily no matter the opponent, a fact that sometimes leads to his defeat. Despite this, when he gets serious, Darlien is incredibly focused, perhaps too focused, leading to him being caught off guard by things that come from elsewhere.
Darlien is idealistic and caring for anyone who isn't Praelian, making actions based on morality, but also attempting to be pragmatic. Darlien's personal goal is to kill as many Praelians as possible, innocent or not, for what they did to his family, not considering Praelians people, despite being one himself. Darlien also never admits fault for any wrong action, instead blaming others rather than himself.
Skills
Darlien is a talented swordsman and incredible mage. He's comparable to Gennio e'Dux in personal combat and is only getting stronger by the moment.
Other than that, Darlien is also skilled at tracking and archery, though he does not carry a bow.
Information
Age: 20 Place of Birth: Praelium Likes: Anyone who isn't Praelian, being respected, his magical abilities, Honor, killing, burning. Dislikes: Praelium, Praelians, the idea of gods. Morals: MURDER EVERYTHING PRAELIAN
"Carver and I were stationed at Gloria together. We fought off those tribes together, but I kept him from pushing himself. Sometimes he needs a reality check, especially when he was younger." -Age: 38 -Height: 6' 5" -Weight: 300 lbs
Clothing
"I've gotten used to the armor." Battle Gear Dragonborn are naturally meant to last longer than humans, so wearing heavy plate armor does not bother him at all. Whether it be due to paranoia or because Carver always wishes to spar with him, Claudius is rarely ever seen without his high ranking official Praelium armor. His preferred weapon in battle is a tower shield and a spear, but he is no stranger to any weapon. He is considered a jack of all trades when it comes to arms.
Biography:
Living a standard childhood, Claudius was born to a farming family. Nothing note worthy happened to Claudius during childhood, and we was sent to military training at the age of fourteen like any child would.
Claudius was stationed in Gloria and was placed under the command of Carver at sixteen. Their relationship was symbiotic, Carver taught Claudius battle tactics and Claudius kept Carver in check whenever he would do something rash.
Claudius played a key role helping Carver defend Gloria, taking command of troops where Carver could not be, as the fort is giant. When Carver was given a battalion to himself, he said he would refuse to command unless he had Claudius as his second in command. Claudius' usefulness never faltered, and he remained helping Carver throughout those fifteen long years.
When elected as the Lord Tyrannus, Carver also convinced Claudius to run as a Dec so he could eventually be High Dec, as Carver had gotten so use to Claudius' help throughout the years.
Claudius and Carver see eye to eye on most all of his policies, and he believes the key for Praelium lasting forever can only be achieved through alliances.
Personality
"You'll learn about me if it is needed." Claudius is mostly a reserved soul, preferring to just look intimidating then engage in conversation. He is sharp and nonsensical to most everyone except Carver, to whom he looks up to with great respect. Whenever Claudius is not by Carver's side, he can be found reading advanced literature or admiring great art.
Likes and Dislikes:
"Do as I say how I say... Likes Respect, People Following Orders, Fine Literature "... And don't give me any lip." Dislikes Silver-Tongues, Avoiding Problems, "Tip-Toeing Around Issues"
"Do what I say, and you'll die a king. Disobey, and you'll die a rodent."
Alon d'Trilith (SIDE)
A lieutenant of the Royal Navy, Alon is a veteran of several conflicts. Even though he is not as old as some of his peers, his career is lined with spectacular accolades. He is a scout, much like Holden d'Alnharte, however pushes himself far harder to achieve perfection. Anything he can do to improve his performance, he does. He is devoted to the On'hinian cause - even if he does not understand why, sometimes. The greatsword he carries -- Shieldsmasher -- has seen him through long, bloody battles.
He is quick to anger, and even quicker to make the offender regret it. Both officers and Sea Tigers alike know better than to challenge his authority. While he is not always the smartest of tacticians, he is not to ever be underestimated. He chooses to wear less armor in combat not just to be agile, but to terrify his opponents.
He cares little for honor, nor formalities. He was born, trained and honed to get the job done. All means are justified by the end.
Age: 25. Place of birth: On'hino. Occupation: Scout, Ranger, Lieutenant (ORN). Physique- Hair: Chestnut brown, ungroomed, full beard. Eyes: Auburn. Fitness: Strong and muscular, resilient.
Personal Items Shakatrog: a one handed blade forged from volcanic rock and reinforced with ancient blackened steel. It is said that this blade burns to the cut--it is passed on to each Red Chief of the Claw tribe.
History
Rogdul hails from the Red Claw tribal band of mountain orcs to the North of the mountains of Praelium. His father, Boruug the Crazed, led the Red Claw into an age of prosperity (well, as prosperous as savage Orc bands can be); the raids were plenty, the feasts were abundant, the women were wild, the small warband quickly grew into a fledgling nation. That is until the Great Scourge happened; for years, smaller Orc warbands had been waiting, gathering manpower and wresting jealous chieftans from all across the North to annihlate Boruug the Crazed and all of his progeny.
Led by Khazak-dun, the twelve Northern Orc tribes amassed a small army of well over 200 and marched upon the unsuspecting Red Claw, who could foot twenty well armed soldiers at most. Men, women, children, desolated. Crazed King Boruug, as Orcish folkore later had him, fought to his last breath before he fell. Khazak and his band of traitors had not found who they had come for, Boruug's progeny: a son and daughter. Trusted guard and the Crazed's most beloved advisor, Urim the White, had gotten both to safety.
That was twenty two years ago. Today, Boruug's only heir seeks to re-establish the scattered warring Orc tribes in Praelium's Northern hills and once more bring peace. But the Northern Hills are not kind to anyone, not even savage Orcs--for the Red Claw to revive, and more importantly, survive they will need allies, and many of them.
The Red Claw
Political Structure
Clawmen and women adhere to a strict totalitarian policy insofar as the the Red Chief's word is law. He is the one who organizes all raids, handles all diplomatic matters and is responsible for the welfare of the band as a whole. He may defer powers endowed upon him to another if he so wishes, though doing so is often seen as a form of weakness amongst his kindred. The hierarchy is purportedly as such:
The Red Chief ↓ Advisor/Warchief ↓ Chief's Hand ↓ Tribe members
The Society of the Red Claw Tribe
While not as exclusive or elitist as some of its near homogenous orc tribe brothers, the Red Claw are selective about whom they allow into their ranks. One must first overcome The Kaushatar (literally translated, "The Ritual.") a series of tests which, if failed, result in death of the participant. The Red Claw, while they do raid and pillage like other Orc tribes, do not conduct raids that are random or unprovoked. Those who deign to make themselves enemies of the Claw may expect no mercy.
Concerning magic and other alien matters--the Claw are not averse to magic, if for no other reason than that the Red Chief (whomever he/she may be at the time) can allow or disallow magic practices within the walls of the Claw's foothill fortress as he or she wishes. As a result, the upper eschelon of the Claw tribe have rudimentary understanding of some elemental magic, but nothing extensive enough that would warrant him or her able to use it with any proficiency, let alone defend against it.
Build: Still somewhat muscular from his years of training as a soldier, but otherwise age and time have thinned his once warrior-like physique.
Biography
Sometimes referred to as The Elder, Nehrakghu served as one of the Crazed's best footmen and generals during the heyday of the Red Claw and was one of the few original Red Claw members to escape the slaughter. He, along with Urim the White, were entrusted with caring for the heir until he came of age, and when he did, they were charged with acting as his primary council and trustees. Nehrakghu is the eldest of the remaining original Red Claw members and as such, holds a level of authority and respect that only Rögdûl himself surpasses.
Personality
While Rögdûl may become aggressive, Nehrakghu is calm. He weighs every possible option before he speaks, and is adept at reading the indirect (body language, nervous ticks) and direct (verbal inflection, tone, pattern) language of any individual he encounters in order to gauge how to approach a conversation. He does not speak with the quick vitality that younger Orcs possess and instead favors truncated speech with seemingly random pauses between endpoints. When he does speak, each word is carefully chosen, and such precision can be felt by anyone who hears him talk. His days of fighting are behind him, and so he typically does not accompany the band on raids or pillages--he watches over the women and children; he is always by the Chief's side during negotiations.
"Dominus" relies solely on magic for self defense, as one would expect from someone from the House of Dominus. The Mage of Dominus prefers shocking her enemies, whether they be up close or from far away. She either calls bolts of lightning from the sky or grabs her enemies and sends a strong current throughout the victim's body. She also knows basic protection wards, able to protect herself from weak magical attacks and the cost of her own offensive abilities.
Dominus also surprisingly shows skills in stealth and acrobatics, able to blend in anywhere and traverse through any rough terrain easily. The origins of these skills are unknown, whether they come from magic or talent and if it was learned on her own or via the House of Dominus is up for anyone to guess
Biography
"..."
Little to nothing is known about this Dominus mage, other than that she hails from the House of Dominus of Praelium. Her presence is whispered of by some townsfolk, a hooded figure who says nothing, except to ask a tavern keeper for food and lodging.
Only the House of Dominus and Tyrannus Carver know this mage's target, the former Praelian mage Darlien Garandinar. His actions towards Praelium have caused too many countries to think it is weak, thus creating the impending war with the On'hinians and an increase aggression from the Northern Desert Tribes. Her goal is to kill Darlien and have his head placed on a pike for Praelium to hold high, in hopes this will show that Praelium was not killed by some simple barbarians, but a powerful mage who no longer poses a threat.
Personality
"Your advances are not and never will be appreciated..."
The Dominus mage seems to have no personality, and adheres strictly to her mission to hunt down Darlien. She avoids all advances from others, simply ignoring anyone who wishes to talk to her. If they are persistent, the mage tends to accept their advances and takes them to a secluded area, disposing of them stealthily and quickly.
"But.. As for mages..."
However, the mage is always curious about any other magic user. If she ever comes across who she detects to be a powerful mage, she tends to take a day observing them and their habits, especially with their spell casting abilities. Sometimes she manipulates the mages surrounds to provoke them into attacks, just so she can see their magic.
”Most people call me the splitting image of the twin goddesses of our religion. But I don’t see it that way I am only human.”
Councilwoman Teyla E. Davison
Appearance
Teyla has a tattoo of her family’s crest on her right leg. She has a faint aura surrounding her and it is mostly because of the lineage of her family. It is yellow in color and her eyes pop more when looking at her. She wears a beautiful emerald necklace around her neck and it is master crafted by one of the best Jewelers in the city she lives in. She has a weapon on her called the Davison Cutlass that glows a faint yellow aura around its blade and it only glows when it gets near the Drak’Eel. The cutlass is in a seethe made out of mithril and it is on her waist.
Her umbrella is crafted out of rare materials within the Consortium and Pulsar Draconian Scales that are rainbow in color. It took about six months to create.
Character
Teyla is curious of her lineage as a whole but doesn’t press the issue with her parents. She is kind and gentle towards anyone within the Consortium’s Territory. She is caught in between two males who want to marry her and she has an interest in raising a family. She is confused in who to choose to be her husband since they are both kind individuals and doesn’t want to hurt their feelings.
The older of the two males has to wait until her 18th birthday before he can pop the question to her of marriage. The younger one can do it sooner than the other one since he is only two years older than her. She is torn between the overprotective Miguel and the longing for her affection Nico. Her parents are giving her time to figure things out about her feelings towards one or the other because freedom to choose whatever you want is there. She loves her home in the Dragonbite Emerald City with her family. She gets terrified when her twin is separated from her for too long and feels alone and becomes depressed.
She has separation issues from her twin for too long. She heard stories from people in the Consortium by a terrifying sea serpent called a Drak’Eel. She usually tenses up when she hears stories of that sea serpent. She has a fear of lightning and thunder afterwards and she was almost hit by it. It is called Astraphobia to be more precise. She gets into a panic and usually cries herself to sleep when that happens. She is skilled at diplomacy and making of trade deals.
She is a fervent believer in the Goddess Vera. Her twin sister is highly protective of her and she enjoys her shyness and drive to be something more within the Consortium. Her twin sister’s affections of her usually go over her head because of her interest in the opposite sex.
Skills
She is very skilled with her sword and she doesn’t want to use it offensively because the Consortium’s policy of neutrality. She had some magical essence training to be a healer but she never really used the divine magic that flows through her seriously. She had no idea why she can use divine magic more than most people an innate talent within her.
The divine magic is the opposite of attack magic it doesn’t hurt and only heal. If she was serious about the magical essence training she would be the best Divine magic healer of all the Consortium. She only used it for minor cuts and bruises for people who needed that healing.
She was trained at a young age to be a great diplomat alike her ancestors. And she was taught by her biological father and mother for this skill she has gained. She doesn’t have a silver tongue but a competent voice when coming to being a diplomat of sorts. She got a hang of the speech patterns easily.
Information
Age: 16 Height: 5’6” Weight: 125 lbs Place of Birth: Dragonbite Emerald City, Jagged Mercantile Consortium
”I love my family and the goddess I worship much. I am into trading and diplomacy. Emeralds is a favorite jewelry of mine since I wear an emerald necklace.” Likes: Emeralds, Fiona, The Goddess Vera, Trade and Diplomacy
”I don’t like being insulted for my age I am intelligent. I fear the Drak’Eel as much as everyone else who hears their lightning and fire coming out of their mouths.” Dislikes: Insulting her intelligence, cheating, underhanded deals, slavery and Drak’Eel
Morals: “Consortium is the pride of everyone within it and we see everyone as a trading partner even if they don’t want to trade with us.”
The Jagilish Council (Sides)
The Jagilish Council are the ruling body of the Consortium. They control with a gentleness no other nation can say they seen in a ruling body. The Council is beloved by every single citizen within the Consortium. The Council has many accomplishments within it. The biggest of these was wiping out poverty and starvation. The second was outright banning Slavery within the Consortium’s Borders. This was all done with the three permanent families within the Consortium before the Jagilish Council came up with its rules it has now.
There has to be four members of each race within the Consortium. They have to have an even number of female and males that equal six. The worship of both goddesses are paramount within the Council and it must equal 50% worshiping one or the other.
The primary thing that is most known of the Jagilish Council is all of the members have twins within the council. That is why there is two seats per family but only three of the families have permanent seats they are the Davison family, the Tetra-Lira family and Naesandoral family.
Fiona is the twin sister to Teyla E. Davison. Her and her twin sister are the youngest council members of the Jagilish Council. She holds the same power as all the council members. She hardly is seen without her sister but she worships the opposite goddess as her sister. She wears the most beautiful dress that brings out her eye color is green in color and her hair is blonde.
The Davisons are the most prominent family within the Consortium and usually hold two seats permanently within the Jagilish Council. They spoil their twin daughters with jewelry for days. She wants to be like her twin sister but she is driven to be something else. She has her family’s crest that is a flower pierced with a arrow in the center of it. She has it on her left leg.
Traits: Shy, Overprotective, Driven
Age: 16
“I must be stupid in allowing my feelings to control me but I am what I am, a Davison.” Likes: Teyla, Goddess Meria, Sapphires, Showing her feelings.
“I show people what I despise but it isn’t what you think…” Dislikes: Slavery, Lying and Cheating
Patricia is apart of the Tetra-Lira Family and her twin sister Sena are chillingly the opposite of each other. Patricia is very jovial and kind towards everyone she meets and talks in the most promising matters. She punishes her sister Sena for cussing out in public because that is not what a Jagilish Council member should do. In her mind, she does not know of her sister’s affections towards her. She has a tattoo of her family’s crest on her shoulder blade.
Traits: Kind, Strict and Upbeat
Age: 24
“I am the most promising member of the Tetra-Lira family.” Likes: Festivals, Partying, Creating and Art
“Sister, can you stop making me embarrassed at your emotional state?” Dislikes: Fighting, Cursing, Narcotics and Gambling
Sena is apart of the Tetra-Lira Family and her twin sister Patricia are chillingly the opposite of each other. Sena is very conflictive in her words, she has very little patience, and constantly tries to make her twin mad at her. She is secretly in love with her sister. She has a tattoo of her family’s crest on her shoulder blade.
Traits: Conflictive, Impatient and Secretive
Age: 24
“If I told you a secret would you keep it?” Likes: Secrets, Patricia, Commotion, Cursing, Fighting and Gambling
“My sister keeps on causing me headaches because she gives me lectures about my behavior.” Dislikes: Flowers, Fear of Loss, Headaches, Lectures and Art
Vaeri is apart of the Naesandoral family and her twin sister Ashryn. She loves the forests of the Consortium. She has an affinity for using her magical essence to help nature grow back after it has been cut down. She and her twin sister Ashryn are around the same age their father was when he started the Jagilish Council. She loves her twin sister a bit too much and usually gets yelled at by her parents. She had never once tried to leave the Consortium to see the world. She has a family crest tattoo on her back. She worships one of the two goddesses faithfully but no one has seen her wear either or of the necklaces.
Traits: Kindness, Lovable and Troublemaker
Age: 155
“Peaceful in the Consortium makes me happy all the time.” Likes: Ashryn, Her Family, Nature, Pride in her nation, keeping laws intact and pacifist
“I have a distinct fear of fire but I am similarly afraid of multitude of things. And I am allergic to cats.” Dislikes: War, Fear of Fire, Losing her twin, hatred and cats
Ashryn is apart of the Naesandoral family and her twin sister Vaeri. She loves the people of the Consortium and the forests her family has lived in for generations. She has an affinity for using her magical essence to do what her family does. She uses an ancient forgotten elven language, she found in her parent’s home. She taught it to her twin sister. She has a family crest tattoo on her back. She worships one of the two goddesses faithfully but no one has seen her wear either or of the necklaces.
Traits: Kindness, Tentative and Hopeful
Age: 155
“I speak highly of my family more so than all of the Jagilish Councilmembers.” Likes: Vaeri, Her Family, Nature and Pacifist
“I am not like my sister but we have the same fear of fire. And I am allergic to dogs.” Dislikes: Fear of Fire, Hatred, War, Strife and Dogs
Nalaeryn is apart of the Torcyne family and his twin brother Nieven. He is very focused on certain things and he will make his family proud by being a great Councilmember. He keeps very close in contact with the Marshal Family since they are the ones that construct both ship designs for the Consortium. He enjoyed when the Marshal Family finally became apart of the Council. He has goals for this Council to keep its values and never lose sight of its pride. He wears his family crest tattoo on his left arm.
Traits: Driven, Hopeful, Diplomat and Dreamer
Age: 125
“I like the sea. Most things are involved within our family.” Likes: Nieven, Elven Ships, Seas, Trade and Diplomacy
“Much of the world is still unknown but I fear it more than anything.” Dislikes: Fear of the Unknown and Losing sight of Goals
Nieven is apart of the Torcyne family and his twin brother Nalaeryn. He is focused on keeping the Consortium safe from outside threats. He makes his mother proud in his strong determination of this one goal he has compared to his brother’s two goals. He talks to all the families within the council and without it to see what they want to see as a new marvel of a construction. He knows one specific blacksmith family by the name of the Gregor Family and they craft elven weapons that can glow a pale blue in color. These weapons usually are a bane of certain set creatures within the wilds that aren’t in the Consortium, he reads many books. He wants the Consortium to be ready for threats too big or too small. He carries his family heirloom of a weapon called the Torcyne Cutter with a water enchanted attribute to it and it glows a blue in color, when the Drak’Eel, two headed sea serpent is near.
Traits: Intelligent, Book Smart, Thinker and Dreamer
Age: 125
“I am on a similar goals as my twin brother but I am very cautious of what our mother is doing. I have a slight crush on a council member by the name of Ashryn.” Likes: Nalaeryn, His mother, Prepared, Swords and Ashryn.
“I ran into a Drak’Eel when me and my family was on the Torcyne Warship and it was big and dangerous and to this day I am afraid of it.” Dislikes: Drak’Eel, Unpreparedness and Fear of Serpents
Robert is apart of the Zeta-Vecan Family and his twin brother Miguel. He has a reckless to him that most draconians don’t have. He knows many things about everyone within the Consortium but he enjoys their company more. He keeps the talk of Drak’Eel attacking Consortium Trade Convoys to a minimum when Nieven is paying attention. He had conversations with people who had run ins with the Drak’Eel that nest in the Consortium’s territorial waters. He has been wanting to deal with this threat for sometime now. The Drak’Eel’s scales are useful for making armors and other such things. He wears his family crest tattoo on his back in between his two draconian wings.
Traits: Informative, Reckless and Cordial
Age: 28
“I am working on plans in keeping our territorial waters safe from the Drak’Eels and other such sea creatures.” Likes: Miguel, Cheating, Meria and Planning
“I dislike failure as much as the next person. I am not honorable like my brother Miguel. I have never seen a Drak’Eel in my life but the horror stories I hear make me afraid of them as much as Nieven.” Dislikes: Failure, Honor, Drak’Eel and Vera
Miguel is apart of the Zeta-Vecan family and his twin brother Robert. He is opposite of his brother he is honorable and has a tactful sense of duty as a Council member. He always protects the younger council members from harm, he usually orders Elite Guards to protect Teyla and her twin sister Fiona. He has a crush on Teyla and he usually talks highly of the Davison family. He wears his family crest tattoo on his back in between his two draconian wings.
Traits: Honorable, Tactful and Overprotective
Age: 28
“I wish nothing to come to harm to the Permanent families of the Consortium. I usually task my friend who joined the army as an Elite guard to protect the people I care about.” Likes: Teyla, Robert, Family, Honor, Friends and the Council
“I worry about many things but my brother’s hatred for the Drak’Eel is slightly concerning. We never seen one why should we be afraid of something we never seen?” Dislikes: Cheating, Recklessness and His twin’s plans
Nico is apart of the Marshal Family and his twin brother Benjamin. He has a set goal in mind for him and his family. He wants to get married to someone of a more permanent status, he longs for it. He has a sense of Justice and highly focused on his work within the Council. He usually flirts with Teyla in secret away from Miguel. He looked at the history of the Consortium and him and Miguel’s affections towards one person has never happened in history. He has a stern look of it probably did happen but never was once recorded in the history books. He wears his family crest tattoo with a pride fit of what his family does and it is on his left arm.
Traits: Justice, Caring, Focused, Longing and Pride
Age: 18
“Benjamin always say, stay within your belief systems and you’ll be ahead of the game in terms of getting a wife.” Likes: Teyla, Benjamin, Shipbuilding, The Marshal family and Competition
“I have been looking into other things within the Consortium and they are dark and underhanded.” Dislikes: Slavery, Underhanded deals, Uncompetitive behavior and murder in cold blood
Benjamin is apart of the Marshal Family and his twin brother Nico. He has completed his goal in life, which his brother is trying to do the same. He married a young human woman by the name of Brittany D. Richardson. He enjoys the Richardson’s company since he did marry their daughter, the Richardson family is a blacksmith family and usually do collabs on ships with the shipbuilders in the drydocks. He wears his family crest tattoo with pride and it is on his right arm.
Traits: Caring, Devoted, Protective and Pride
Age: 18
“I will hate if anything happens to my wife Brittany, she changed her name for the conjoining of our lives. My family and the Richardson’s are best friends.” Likes: Brittany, Nico, Jagilish Council and being protective
“I am fearful of the Drak’Eels but I don’t show my fear alike the ones in the council that fears them.” Dislikes: Drak’Eel, Fear of Loss and Underhanded Deals
Pelionis is a Gnomish lord, and among the oldest and wisest gnomes. His possessions are on the outskirts of Oranth, from which he takes his last name. His lands involve a tavern and a few huts, with around fifty gnomes who work as brewers and fishermen. Pelionis received this land as a result of his position in the personal entourage of Nuncio e'Dux, current king Gennio's father.
As gnomes age quickly, the fact that Pelionis has survived as long as he has is quite exceptional. Pelionis attributes it to exercise and a good diet, but that doesn't stop witchcraft accusations, all of which Pelionis meets with confusion and astonishment.
Pelionis' life prior to his lordship is dry and uninteresting, born in Dux, moved to Oranth, joined the navy, showed talent, was promoted to generalship, became part of his king's circle, retired upon his death and re-entered the navy on a whim.
Gnomes give birth to litters of five children, and Pelionis as a result has fifteen children, he isn't pleased in the slightest. The last five were not intentional, but don't tell them that.
Appearance
Pelionis, as an elder gnome, is wrinkled and with spots on his lower arms. Gnomes' skin also grays as they age, and as a result Pelionis is a light gray from head to toe. His hair is wild and uncontrollable, and he has just stopped trying to make it look nice, instead wearing a wild mane that changes from day to day. He dresses in tight, sharp, tailored clothing, the only way his wealth truly shows. He is even shorter than the average gnome at a tiny two foot five inches, and his now adult children tower over him, most a full head taller.
Pelionis formerly wore a full beard, much like most of the other gnome lords in Benaduza, but in later years he has started to shave due to his belief that he would look smarter without it, he often reaches to stroke where his beard once was, only to touch air.
He's gaunt and with an elderly shriveling to every part of him, but he still stands upright and carries himself with pride, no matter what situation he finds himself in.
Skills
Pelionis was once a lawyer prior to joining the navy, and as a result is very persuasive and quite the wordsmith, able to talk his way out of quite a large number of situations. He was taught the basics in melee combat when he volunteered, but as he had bought his way into the officer corps, his training is both rusty and incredibly basic, and he would not fare well in a fight with a skilled opponent.
Pelionis is an advisory general for a reason, and has a talent for strategy both naval and land-based, but he commands from the back, and rarely ends up fighting.
Character
Pelionis is quiet, self-deprecating, and often befuddled by the situations he finds himself in, it's not that he's unintelligent, he just seems to have some sort of magnet that attracts oddities, not that he was going to complain, he's not a complainer, though he is snarky and prone to cracking wise.
Pelionis is a caring father, but he doesn't care much about anyone else, and is openly hostile to anyone who dares call him old. He has an aversion to change, and hates trying new things, as a result, he never learned the human languages, and speaks gnomish exclusively, though he is taking lessons on the king's orders. Pelionis is loyal and will not falter from his king's orders, no matter his own opinion on them, he does have some lines he refuses to cross, such as the killing of civilians or anything unable to defend itself.
Other Information
Age: 40 Likes: His family, his kingdom, working, money, people who leave him alone Dislikes: Working, people who talk too much, not earning money, fighting.
Other names: Prince of Saldome, son of Ordo Dramaghas, friend to all, true king of Saldome.
Age: 19
Height: 175cm
about: He is the son of High king Ordo Dramaghas, king of the north, king of Saldome. A tyrannical ruler who believes in the power of humans and that all things else are underneath them, basically turning inhuman creatures into slaves and pets. Though being the high kings son he does not think the same way, instead he believes in the connection between human and creature, all being equal, and because of that he is used as an envoy for the king, not having the same name and being prone to dangers. As to not directly kill his son, which would cause an uproar from the people as they do not know he is against their views, he sometimes sends mercenaries and assassins to kill him, framing the target nation and using this as an excuse to go to war, at the same time maybe assassinating his own son, though, he does not know that his father is the cause of the assassins.
Clothing and Equipment: Sheidinhal wears a brown jacket with a green vest underneath, common envoy attire, a sword is commonly sheathed at his waist in the event that someone tries to murder him, which isn't uncommon. On his back are the notes and requests made by the high king himself, never taken from his back and never opened until at his destination.
Skills: He is an accomplished swordsman taking lessons from the greatest weapon weapon master in saldome, besting even his father, the king, in battle which is another factor in the kings plot to kill him. Sheidinhal is also learned in navigation and sailing, once commandeering a warship through a rocky shoreline in a storm, that is just a rumour, in reality he was at the wheel of a small fishing ship passing by a large rock at the side of a lone island, a child had somehow found himself on board and mistook it for a warship thus starting the rumour.
Political structure: A monarchy with a collection of different clans and/or vassals controlling regions belonging to the empire as a whole, each paying tribute in tax and manpower.
Regions, clans and vassals:
Fargroth - the northern lands, taking much of the flatlands and stretching up into the Ice wasteland. The people of these lands are hardy and strong, able to handle great drops in temperature and survive in an almost empty region, the men are tall, lean and muscular, the women are, as well, tall and lean, making the people of these lands a good fighting force if any. There are many bogs and mangrove forests even if it is nowhere close to the sea, vast farmlands can be seen near the lower ends of the region while the north, as said before, are flat and mostly uninhabitable. A weakness in this region is the low birth rate and even lower survival rate, however, run by the general and clan chieftain, Torrin Bathumar, this region is mostly used by the great empire for military training.
TBM
Carrow - This region is in the control of the western coast down to Rothrun bay, it shares this bay with the Gretern region, this region also stretches up into the ice wasteland but most of its population stay by the coast. The many people of this land are expert fishermen, with one of the best fishing areas in the world they are a big supplier in sea food. The people are much like that in Fargroth, only shorter with a larger lifespan, staying closer to the warm beaches they have a higher birth rate than anyone north east of them. Although it is not the best in terms of manpower and land armies, Carrow is best used in the creation of ships, warships, battleships, trade ships. Carrow is under the control of Heltho Eildug, most loyal to the high king, also known as the master of trade (under discussion by the people) he has a trade route going across many seas.
TBM
Gretern - The capital region with the largest population of inhabitants, the capital city of Tronign lies within Rothrun bay, sharing its vast navy with the Carrow region which supplies the ships. There are many cities within Gretern which are loyal to the crown, this proves to be useful when enlisting soldiers into the military, apart form the many cities, Gretern shares its farmlands with the neighbouring region of Georri. The people of this region live mostly in the west near the cities and south with the farmlands, to the east is the Rotur desert, a haven for slavers and extremists, the temple of Quior was built in the centre of the Aurel mountains.
TBM
Georri - the southern farmlands, a relatively new region being used for farming, many towns within the region were made from forts used in the clan wars, almost forgotten by the empire they quickly populated it and made use of the fertile grounds and rocky coasts, home to many fish and sunken treasures from the clan wars. The people are shorter than most being farmers and fishermen, they aren't too loyal to the high king, almost calling him tyrannical, although, they care not for politics.
TBM
The eastern border/wall - The front lines, the border between Saldome and Arade, most of the land is desert and mountain being the perfect defence in the event of an attack by the Arade. A wall is erect on the border between the two nations supposed to show the might of the empire. Most of the population is military, being a second army region for those both served and serving in the military, the general and clan leader, lord Iose, made this region in the event that the eastern elves attack.
TBM
Architecture: Think Germany
culture and history: Before the rise of the Great empire there was war, a war between the clans of northern Erelith which lasted a hundred years. A hundred years later the war ended with one mighty alliance between the five clans, and with that victory came outrageous ideals. The high king wrote the codex, a book on all life, believing the inhuman creatures to be evil hellsent beasts from the fires below the earth, a land of death and suffering, from this book came the time of doubt, a time of enslavement for all creatures not human. All who live within the empires grasp believe in the codex, and the one true God, a being without name or form, living among us and showing us the way of life, but that god is being destroyed by the enemies of the empire, or so they believe...
The name "Sul'athar" came from an ancient dialect -- meaning "Gods' Fury."
They believed that Reinold was the act of a forgotten goddess -- Ner --, and that he was augmented with her power. It was by his overwhelming strength that he won a war that threatened to destroy his homeland and her people. But, it was at no small price.
Conflict in the Dragon's Maw
As his homeland's reach ran too far, civil war erupted. Men who were too tired of living under the boots of an untouchable caste rose to strike them down. Farm were drenched with blood. Soldiers and commoners littered the ground, where their atrocities would render the land barren for generations to come. As the soldiers sworn to protect and uphold any semblance of order fought and died for their cause, many independent branches were faced with a grim decision. Which side would they take? Would they have to slay their own kin?
Many withheld from choosing, as Ner's Shield did. A religious sect had no place in a war, after all.
When the war first began, Reinold prepared and prepared. He sought to learn everything he could, to be as ready as he could for the battles to come. However, the Shield was not to partake in the war. They were an order of pacifists, and were to uphold that principle to the death in Ner's name. As time went by, more and more innocent lives paid the price of the order's code.
On the day that Reinold was given the title of Templar -- the second-highest rank among those in the Shield -- he made a choice. No code, no forbidden action would outweigh the lives lost each day the religious order stood by.
By night, he slipped away from the Shield's temple, and made for the frontlines. Though he discarded the Shield's sigil, it was clear the moment he stepped forth into Commander-Knight Theseus' camp that he was no mere peasant looking to earn his pay.
During the campaign to retake the border, Reinold stood unmatched in combat. Through countless trials, he outperformed his commander's expectations, and earned the fear of his opponents. From the first battle to the last, he stood with his fellow soldiers. When the campaign ended, there were few who didn't recognize Reinold as a hero. However, Ner's Shield was not oblivious to his actions.
When he returned to the temple, they placed him on trial. He was expelled from the order, and was told that Oner would no longer tolerate his presence on its soil. He had saved the war effort, but at the cost of his life's dedication. Reinold was no longer a child of Ner. He would not longer devote his life to her will.
What became of him?
On that same night, he was sent over across the border into the world unknown; to hide like a coward, or find an honorable death. Reinold now wanders without a purpose; a blade for hire for some, a potential soldier with undying loyalty for others. What one makes of him is in the hands of his employer, leader, or god.
Though he had disgraced the Shield by his actions, Reinold holds their virtues without wavering. Quiet and stoic, his temper is not quick to flare. He will defend those who earn his respect, and teach those he comes to admire.
Those who ally themselves with the Templar learn quickly that he is not weak in combat. He is a master of the battlefield; ready to take as much punishment as he will deliver. There is not much one can do to determine if he is confident, cocky, or plain stubborn. Reinold is a Weaponsmaster; adept with a wide arsenal. Very few blades, clubs and axes feel alien in his tested hands. However, his weapon of preference is a bastard sword, made of plain steel. With his gauntlets, he can turn the hand and a half blade into a hammer in a pinch. The pommel itself is sharpened to a point, more as a tool than a weapon. He wears a mix of chainmail and leather, preferring to be more mobile in combat. While his equipment holds no special properties, he has an emotional attachment with them. They are all he has left.
The remnants of divine favor that he still holds grants him resistance to some sources of profane magic. This sacred protection can be overcome by the more adept magic users.
Due to the same divine favor that protects him from the arcane, Reinold is incapable of utilizing any form of magic. There is a reason he sticks to what he knows.
While a skilled opponent on the battlefield, Reinold is a mere man. Illness, poisons and the likes can do him under as they would any other mortal. His wounds take some time to mend without the aid of a divine healer. Arcane methods will not sew his flesh together.
Many, many years ago Reinold was but an urchin in a city, in some distant land. Incapable of fending for himself, the Temple took him in. He was shown at a young age the kindness in many hearts. He was fed, taught, and looked after by the sisterhood that carried out Ner's work. He wanted to follow in their footsteps; to become a man of religion. He wanted to devote himself to the Goddess of Life.
However, such dreams were never meant to be achieved. The sisterhood could not accept the flesh of a man in their cloth. They were afraid of how their goddess might react to the break in a tradition that stood since the beginning of time. However, Reinold was determined to devote himself to Ner, by any means necessary. When it became clear that his determination was unbreakable, the High Sister sent him to join Ner's Shield.
Ner's Shield was a quiet, almost-forgotten order of priests and men like Reinold who sought to serve their goddess, either as a form of atonement or devotion. It was there that he was taught the way of the blade. Each member of the Shield learned and mastered various combat forms not to participate in battle, but to understand the warriors who lived their lives through them.
Age: 24 Build: Muscular Eye color: Grey Gender: Male Hair: Brown Race: Human Weight: 195 lbs Height/Length: 6' Occupation: Mercenary (Former Templar) Personality: Stoic, quiet, reserved